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			| Mind 
					Joined: Thu Mar 06, 2008 10:54 pm
 Posts: 1360
 Location: USA
   |   CollidingIs there any way to use colliding in an if statement, like "if the particle collides with something"  rather than using a distance to simluate it? 
 
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			| Wed Jul 15, 2009 12:43 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: CollidingCastMOs. 
 
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			| Wed Jul 15, 2009 1:06 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: CollidingOr use box-based hitboxes, but they're for obvious reasons less precise.
 Kyred was doing something with boundingboxes, those would work better if you could do a within boundingbox check.
 
 
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			| Wed Jul 15, 2009 2:30 am | 
					
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			| piipu 
					Joined: Mon Jun 30, 2008 9:13 pm
 Posts: 499
 Location: Finland
   |   Re: CollidingCode: i = SceneMan:CastMORay(self.Pos,self.Vel,0,0,false,5)self.thingie = MovableMan:GetMOFromID(i)
 if self.thingie ~= nil then
 --stuff
 end
Is what you're after. The collided object can be accessed with self.thingie if something was collided.
 
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			| Wed Jul 15, 2009 9:42 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: CollidingGet the root MO, btw. So it'e more like: Code: i = SceneMan:CastMORay(self.Pos,self.Vel,0,0,false,5)if i ~= 255 then
 self.thingie = MovableMan:GetMOFromID(MovableMan:GetMOFromID(i).RootID)
 --stuff
 end
 
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			| Wed Jul 15, 2009 8:07 pm | 
					
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			| Mind 
					Joined: Thu Mar 06, 2008 10:54 pm
 Posts: 1360
 Location: USA
   |   Re: CollidingCan you do "if it collides with an actor"? 
 
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			| Wed Jul 15, 2009 8:18 pm | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: CollidingCode: if self.thinge:IsActor() then..
 end
Done. Works even if it doesn't hit the torso.
 
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			| Wed Jul 15, 2009 8:33 pm | 
					
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